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Thread: any ideas?

  
  1. #11

    Default Re: any ideas?

    You've got the script messed up.
    This is what you want:
    Code:
    ADD_CREATURE_TO_LEVEL(​PLAYER0,DRAWFROM(GIANT,BUG),1,1,DRAWFROM(1~3),0)
    ADD_CREATURE_TO_LEVEL(​PLAYER0,MONK,1,1,DRAWFROM(1~3),0)
    This adds one red Giant/Bug and one Monk with levels 1~3 to action point 1 with 0 gold.

    This works the same:

    Code:
    ADD_CREATURE_TO_LEVEL(​PLAYER0,DRAWFROM(GIANT,BUG),1,1,DRAWFROM(1,2,3),0)
    ADD_CREATURE_TO_LEVEL(​PLAYER0,MONK,1,1,DRAWFROM(1,2,3),0)

  2. #12
    Imp
    Join Date
    Jan 2014
    Location
    Netherlands
    Posts
    43

    Default Re: any ideas?

    when testing this map, at one point it just keeps spawning heroes.
    in the download is the save file, the map files and the log file.

    it can be recreated by digging through the gold seams, or just to drop some imps around the single column of earth.
    the hero gates just below it with the single giant walking around spawns all the heroes.

    map

  3. #13

    Default Re: any ideas?

    Just looking at the script, it is this bit:
    Code:
    IF_ACTION_POINT(8,PLAYER0)
    	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,DEFENDER,-5,1)
    	SET_TIMER(PLAYER_GOOD,TIMER1)
    ENDIF
    
    IF(PLAYER_GOOD,TIMER1 >= 51)
    	NEXT_COMMAND_REUSABLE
    	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SIX,-5,1)
    	NEXT_COMMAND_REUSABLE
    	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SEVEN,-4,1)
    	NEXT_COMMAND_REUSABLE
    	SET_TIMER(PLAYER_GOOD,TIMER1)
    ENDIF
    Once you reach action point 8, every 51 game turns(or 2.5 seconds) those 2 parties are spawned.
    Last edited by YourMaster; July 17th, 2015 at 10:02.

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